AoeStats
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African Clearing

511237341Analyzed
2v2 RM · 13d ago on Oct 4, 2026· 51m 44s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇩🇪 Inca · Germany
1389
+15
🇩🇪 Portuguese · Germany
1381
+15
vs
🇦🇺 Sicilians · Australia
1397
-16
🇲🇾 Bulgarians · Malaysia
1332
-14
Player eAPM Actions Feudal Castle Imperial Opening
46 2,371 13:47 24:17 48:12 ⚔ Drush FC
44 2,299 13:59 17:56 47:01 ⛏ Fast Castle
31 1,617 12:01 18:44 — ⛏ Fast Castle
24 1,233 12:37 26:30 44:29 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,965 11,650 12,980 2,485 43,080 42,626
16,790 12,085 6,615 2,375 37,865 40,159
11,550 13,083 6,775 1,330 32,738 33,338
11,185 10,568 2,675 3,230 27,658 27,744
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number.Age times are when the player reached the age (hover for the click that started it).Openings are inferred from early production and building placement, and are omitted when unclear.The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled.Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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